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Introduction to �Fleet Command

So you wanna be in charge?

INTRODUCTION TO Fleet Command

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Class Rules

  • Please set your microphone to “push-to-talk” or mute (if you have Teacher role on Discord)
  • Feel free to ask questions in:�����
  • Recording the class is only permitted if all participants are informed about it and have agreed to being recorded.
  • Stay safe during the class (usually docked-up is preferred).�

INTRODUCTION TO Fleet Command

Text

Preface your questions with “Q”�e.g.: “Q: What are bookmarks?”

Voice

Whenever there are open comms �(usually at the end of class during Q&A session).

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What is FCing?

  • FC Stands for “Fleet Command”�
  • Shot Calling and Target Priority�
  • Strategic Maneuvering�
  • Tactical Maneuvering�
  • Herding Cats

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Why FC?

  • It’s Fun!�
  • Content Creation�
  • Someone has to step up when a threat comes - it could be you�
  • FCing can be a path toward corp advancement, leadership, and recruitment.�
  • Space Fame

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Downsides of FC

  • You are a content creator�
  • You’re going to have to fly DPS and FC ships�
  • The threat of Burnout�
  • Pressure to be available for operations around the clock

Just remember - This is still just a game!

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Qualities of a good FC

  • Assertive�
  • Calm under pressure�
  • Willing to fail, repeatedly, and try again�
  • Game Mechanics�
  • Communication

Luckily - Uni is a place to learn and embrace these qualities!

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Getting Started

  • PVP!�
  • Join fleets, volunteer for roles and responsibilities
    • Even PvE fleets!�
  • Join the FC group here at Uni�
  • Learn, Learn, Learn
    • Videos
    • Self Recording
    • AARs
    • Ask questions!�
  • Communicate!!

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How Will you Prepare for a Fleet?

Victorious warriors win first and then go to war, while defeated warriors go to war first and then seek to win.

Sun Tzu

  • Doctrine
    • Tank (Same Type, Similar EHP values)
    • Weapon Range and Application
    • Speed
  • Make sure ships are available if handing them out
    • Either distribute by Trade windows or have them on Contract
    • Or enforce Bring-Your-Own!
  • Preparation
    • if you know where the fight will occur, set up Tacticals/bookmarks ahead of time
    • Have a fleet setup ready - Include an MoTD with formup, doctrine, comm policies, anchors, scout / logi information, and anything else that may be important to Communicate it to the fleet.

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Preparation - Create your Team

  • Logi FC
    • Communicates to you of the state of the fleet:
      • “Holding” - ships are being caught by logi and DPS from the enemy fleet is not enough to break a ship
      • “Breaking” ships are dying, but slowly
      • And if it goes beyond Breaking … ships are not staying alive, and logi is unable to keep up.�
  • Secondary FC (aka “2IC”)
    • Takes over if you get killed
    • May have tasks delegated to them
      • Broadcast targets
      • Shot calling if you get jammed
      • Anchor
      • Communicates D-scan and new arrivals
    • In Uni you can have a more experienced FC backseat as your 2IC �
  • Scouts (Interceptors, Fast Tackle, Cloaky Hunters, ect)
    • They will Communicate what they’ve found if you are on a roam
    • Might tell them to “Go +1”, “Go -1”, or “Picket”
    • They’ll be your eyes on possible danger - gatecamps, other fleets, ect

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Preparation - Things to decide

Make these choices then Communicate them to your fleet!

  • Links�
  • EWar�
  • Mid slot Refits�
  • Ammo to load�
  • Your ship!
    • Extra tank?
    • Combat Probes?
    • Links yourself?

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Preparation - Watchlists

  • Everyone should add:
    • Add FC and 2IC
    • Anchors if different from those
    • Scouts for ease of warp in�
  • Logi should add:
    • Logi Anchor
    • Cap chain buddies
    • Other Logi
    • Special ships - Booshers, tackle, cyno, ect
    • If small enough - the fleet - otherwise go off broadcast for reps�
  • Capitals/Black Ops
    • All Cyno characters for emergency extraction

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Moving your Fleet

  • STICK TOGETHER!�
  • Think about:
    • Align Times
    • Scout Plan
    • Anti Tackle �
  • Clear Commands to Communicate :
    • Align to …
    • Use Nato Alphabet
    • Fleet Take this Warp
    • “Gate Status”
    • “Hold Cloak” vs “Crash”

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Common Movement Commands

  • Align To…
  • Warp To…
  • Gate is Red …
  • Jump
  • Hold Invuln
  • Hold Cloak
  • Anchor on…
  • Crash the Gate
  • Scatter or Starburst

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Know Your Fleet

  • Engagement Profile
    • Brawling (Under 30km), Kiting (30-120), or Sniping (100km+)�
  • Volley damage of the fleet, sustained dps of the fleet�
  • Alpha Resistance�
  • Logi Power�
  • Ewar type and utility

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Evaluating a Target

  • Tackle catch them?
  • What Ships are on grid? What ships are arriving?
  • How far can they shoot?
  • How well will they apply damage to your fleet?
  • What’s their Alpha (Volley) damage? Or sustained DPS?
  • Can your reps handle it?
  • How much tank and reps do they have? Can your DPS handle it?
  • Did they bring Ewar?

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Warping In and Anchoring

  • Warp in
    • On your tackle
    • To a pre set bookmark
    • to a combat probe result
    • Be aware of:
      • Plex’s, ESS grids, Deadspace
      • Drag and Catch Bubbles
      • Gates and Wormholes
    • Communicate to fleet what to do when you land!�
  • Anchor
    • Keep your fleet in its engagement range of your target
    • Maintain even some transversal
    • Stay out of scram range of enemy fleet
    • Keep your fleet together! Slow yourself down if need be�
  • Watch D-Scan!

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Target Calling

  • Primary, Secondary Targets
    • Name of Pilot, Ship Type, and try to Broadcast the Primary

  • Target Priority
    • Closest?
    • Weakest Tank versus Highest Threat?
    • Snowflake Threats?
    • Ewar?
    • The enemy FC? (Headshot)
    • Just pick something!

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Common Combat Commands

  • Anchor/Re-Anchor�
  • Spinnies on�
  • Primary Is…�
  • Give me Heat…�
  • Pause guns, Reload�
  • Swap Target�
  • MWDs on�

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When to Extract

  • If you’re losing a fight…
    • Communicate!
    • Primary Tackle (Bubblers, Interceptors)
    • Align to a location
    • Recall drones if there is time
    • Warp the fleet when everyone is aligned and most are not tackled
    • Scatter if its really bad

Don’t sacrifice the fleet to save a few ships!

Don’t forget the After Action Report!

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Remember - You’re the Boss

  • You’re In Charge
  • You have final say …
    • On what ships are being used and allowed
    • On destination and targeting
    • On engaging or extracting
    • On fleet participation
    • On anything and everything

  • But you are not an island!
    • Delegate!
    • Listen to advice and information!
    • COMMUNICATE!!!

Be Firm, Assertive, but willing to listen. Be Vocal, but take advice. Be A Leader!

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Advanced Concepts

  • Bait�
  • Escalation�
  • Target Switching�
  • Firewalls�
  • Windrunners / Alpha Strikes�
  • Spearfishing

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INTRODUCTION TO Fleet Command